#pragma once

class bObject:
	public IModelMatrixOwner
{
public:
	bObject(btDiscreteDynamicsWorld* world);
	virtual ~bObject();

	virtual void	PreRendering(uint arg) = 0;
	
protected:
	void			AddRigidBody(btCollisionShape* collisionshape, const bInitData& initdata);
	void			RemoveRigidBody();

	btDiscreteDynamicsWorld*			m_discreteDynamicWorld;
	btRigidBody*						m_rigidBody;
	float								m_mass;
};

